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Suicide commando
Ever noticed when you deploy special forces to blow up a ship, they never return! :o
You can also use these brave souls as a countermeasure against torpedoes by assigning them to a fake surface target. They will cluelessly cruise into eternity while countless torpedoes will be able to lock on to them and explode (the destroyed inflatable won't sink :DL), you don't get that with any tubular countermeasures! Why not just create a manned torpedo in the first place? Well anyways, these submarine launched terrorists do the job well. :03: kind regards, Paul |
This is really a fault of the mission designer. You can set whether the player's sub has special forces in each scenario, but I've noticed that almost all scenarios have them loaded, even if they aren't necessary. A mission in which you need to use special forces to destroy a target should also include a new raft/special forces platform that appears when the target has died. Then the raft or whatever could travel to a pickup position where the player needs to go.
Unfortunately, such a level of mission building has been rare, and most missions requiring special forces do not include a retrieval. You are right that special forces shouldn't be able to detonate torpedoes, but that seems to be the way the DW engine works. The only way to prevent this is to require the player to deploy their only embarked unit at a specific target or not include them at all. I'm actually working on a mission in which special forces must be deployed to destroy a land target and then retrieved and it's working pretty well so far, so decently realistic SPECOPS operations are possible in DW. |
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